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AirtightSpring3

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Everything posted by AirtightSpring3

  1. Do you need a .ESM for your mod for that to work or will a .ESP be fine?
  2. Got all the quest lines into the quest and am now figuring out LIP files... Also does anyone mind if the mod requires all of the DLCs or would just requiring Dawnguard for the first release be better?
  3. How do I make LIP files that fit my custom dialogue? I had LIP for the previous test ones I am overwriting but how do I make new one's for dialogue not made in creation kit?
  4. Sorry for the lack of updates recently. I have been very busy with school and have not had much time to do modding work. I contacted a voice actor for my first quest and he did the lines. They turned out amazing, and I would highly recommend metaljoemac as a voice actor for other modders. In the last week I have got the arena working with some difficulties, figured out how to convert the MP3 files to WAV and will now convert those to FUZ in order to make them smaller, and have worked some on the interior armory for the castle, trying different designs for the first three rooms.
  5. Thank you for all your help. I just got the arena working perfectly. I still need to get the betting part done and may need some help with that but my next step in my mod is converting MP3 voice files to WAV then to FUZ files, which I will be working on. That will probably take me a few days, since I have loads of homework now that school started back up.
  6. I heard there is a way to compress your WAV Dialogue Files to make them smaller in the mod and take up less room. How would I do this?
  7. Still haven't been able to figure out how to get the Bandit to respawn without getting teleported and getting the money before I can fight him a second time. Any help would be great. Look above for the script I need help with and what I know about its possible problems.
  8. Okay, so when I compile this script... ;StartUp DepthsArenaMarker01.PlaceActorAtMe(DepthsArenaFighter01).StartCombat(Game.GetPlayer()) Game.GetPlayer().MoveTo(DepthsArenaMarker04) while(DepthsArenaFighter01.GetDeadCount() == false) utility.wait(1.0) endWhile Game.GetPlayer().MoveTo(DeptshArenaMarker05) Game.GetPlayer().addItem(GoldReward,200) There are no errors. But when I run it in game, after I fight the Bandit once, I can never fight him again without being given 200 gold before the fight. I had to use an ActorBase property instead of an Actor to get the first line to work meaning I had to use a GetDeadCount function instead of a IsDead function to get the script to compile correctly. Is there any way here to reset his death as if it never happened, after the player kills him, so that the player may fight him again?
  9. Sorry, loops are quite confusing to me as I haven ever used them before and the creation kit does not seem to explain them extremely well because they only have one example and I learn by looking at examples. Would an If statment not work, like saying if the actor is killed then the play gets 200 gold?
  10. New question. How do I make the NPC random, meaning that it is a leveled bandit who looks random and can be of any race. Also I do not understand the looping part of the original answer, what does that do for me?
  11. I am currently making a mod called Riften Depths which adds a city under Riften. One of the features will be an arena but there are a few scripts I need help with. I know how to make it so NPCs spawn when a button is pressed or a chain is pulled, and I can do that if what I seek is not possible. There are two main things I want my arena to do and I need help figuring out how to do. 1. There is a Battle Master in the Arena and I want an enemy to be spawned when the Dialogue is over. For example, if the player asked, I want to fight a Bandit (one of the options.) A bandit would then be spawned on one of my x markers and the player would be teleported to the other so the fight would begin. If at all possible I would like this to be a random looking leveled bandit, and I would like the player to get 200 coins upon the defeat of the Bandit. Any ideas on how to make this happen? 2. The second thing I want to happen is to add the ability to bet on matches. Meaning that the player will tell the Battle Master they want to bet on NPC 1 or NPC 2, the two will spawn, fight and if the player was right about the victor the player will get 200 gold. Is there any way to make this happen? Thanks for any help you can give me, it is much appreciated. - AirtightSpring3
  12. Hey, I need to start looking for voice actors for my mod I am making and was wondering how I put the files they send me into the mod. Do I need any certain programs? Thanks for any help. - AirtightSpring3
  13. Would it make much of a difference to anyone if the mod required Dawnguard DLC (which it will for sure) dawnguard and one of the other dlcs or all three. To make the interior of the castle the way I want it will eventually need to have all DLCs but for the initial release does anyone care how many dlcs it requires?
  14. Thanks for the support. I will be using voice actors, I have a few in mind that I would like to play some of my characters. I am just doing this one character. I will probably contact the first voice actors I need as soon as the first quest is without any bugs, I am testing it a few times and finding a few things that need tweaking. I also need to place a few of the non-customed voice NPCs including a few shop keepers and get their packages working. Those two things should be done by the end of today.
  15. Today I created an intro quest with around 15 lines of custom voiced dialogue, it is a small quest but much is explained. I may re record the dialogue because I spoke to quietly for my liking.
  16. I am back from my trip and have started work on the mod again. Modding will be a slower progress now since I have just started school but none the less I am still working on it. I am also thinking about recruiting a team but I am not sure yet. Today I have finished the interior for the first floor of my three floor player home, the Castle of Riften Depths.
  17. Note: I will be gone for a few days and will resume progress on the mod when I return.
  18. Sounds interesting, I have always liked the ideas of cities beneath the cities. Whiterun is the one I have seen done so far. Also, I fixed the issue by going into TES5Edit and deleting my mod's Navmesh changes for those cells then going into ck and refinalizing the changed cells. That fixed the problem and I am now good to go.
  19. Looks like the error will be able to be fixed with some work in Tes5Edit. So now I just need to download that and see what I can do to fix it up. Hopefully I can be back on track soon.
  20. Just stumbled upon this mod and viewed the pictures and the trailer. I can say for certain that this mod looks like it will be amazing, I am very much looking forward to it's release.
  21. I talked to WillieSea author of Leveler's Tower to get an idea of where to start with scripting. I am hoping to get a menu that will pop up in dialogue. There are a few errors I noticed when starting my mod so I am hoping they are not to hard to fix. I posted them over in TES Alliance but if you know how to fix them please let me know, I will post them here too. PATHFINDING: NavMesh in cell 01AirtightTown (Tamriel[-25, -10]) should be refinalized, there are navmesh bounds missing. Also various errors with triangles not being connected where they should be in Navmesh in certain cells, what is the best way for finding those certain Navmesh Triangles or should I just look individually. The first is the error I am most worried about, if it is a grave error I may be looking at hours of reworking the mod, which will delay the release by quite some time. If I can figure out how to solve the mod or if it is not as bad as it seems than that will be great. The first error I know was from an old mod of mine and was carried over when I transferred my exterior design from a mod of mine which never was finished. I know the mistake came from editing a Navmesh in an overworld cell in Tamriel but it is out in an area that is very rarely gone to, (at least for me) so if it just messes up that area I'll be fine. But if it somehow will mess up the entire game for people then that is a problem. Although when I go there in my game it seems to work so I'm hoping for the best.
  22. Thanks for your support, progress is going well, I am working on figuring out scripts for an arena system at the moment.
  23. Today's Progress: Finished interiors for Arena and Barracks, and did custom lighting for Arena, Barracks, Farmhouse, and Inn.
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